Commit | Line | Data |
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1d184b4c BA |
1 | class AtomicRules extends ChessRules |
2 | { | |
3 | getPotentialMovesFrom([x,y], c, lastMove) | |
4 | { | |
5 | let moves = super.getPotentialMovesFrom([x,y], c, lastMove); | |
6 | ||
7 | // Handle explosions | |
8 | moves.forEach(m => { | |
9 | if (m.vanish.length > 1 && m.appear.length <= 1) //avoid castles | |
10 | { | |
11 | // Explosion! TODO: drop moves which explode our king here | |
12 | let steps = [ [-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1] ]; | |
13 | for (let step of steps) | |
14 | { | |
15 | let x = m.end.x + step[0]; | |
16 | let y = m.end.y + step[1]; | |
17 | if (x>=0 && x<8 && y>=0 && y<8 && this.board[x][y] != VariantRules.EMPTY | |
18 | && this.getPiece(x,y) != VariantRules.PAWN) | |
19 | { | |
20 | m.vanish.push(new PiPo({p:this.getPiece(x,y),c:this.getColor(x,y),x:x,y:y})); | |
21 | } | |
22 | } | |
23 | m.end = {x:m.appear[0].x, y:m.appear[0].y}; | |
24 | m.appear.pop(); //Nothin appears in this case | |
25 | } | |
26 | }); | |
27 | ||
28 | return moves; | |
29 | } | |
30 | ||
31 | getPotentialKingMoves(x, y, c) | |
32 | { | |
33 | // King cannot capture: | |
34 | let moves = []; | |
35 | let [sizeX,sizeY] = VariantRules.size; | |
36 | const steps = VariantRules.steps[VariantRules.QUEEN]; | |
37 | for (let step of steps) | |
38 | { | |
39 | var i = x + step[0]; | |
40 | var j = y + step[1]; | |
41 | if (i>=0 && i<sizeX && j>=0 && j<sizeY && this.board[i][j] == VariantRules.EMPTY) | |
42 | moves.push(this.getBasicMove(x, y, i, j)); | |
43 | } | |
44 | return moves.concat(this.getCastleMoves(x,y,c)); | |
45 | } | |
46 | ||
47 | isAttacked(sq, color) | |
48 | { | |
49 | if (this.getPiece(sq[0],sq[1]) == VariantRules.KING && this.isAttackedByKing(sq, color)) | |
50 | return false; //king cannot take... | |
51 | return (this.isAttackedByPawn(sq, color) | |
52 | || this.isAttackedByRook(sq, color) | |
53 | || this.isAttackedByKnight(sq, color) | |
54 | || this.isAttackedByBishop(sq, color) | |
55 | || this.isAttackedByQueen(sq, color)); | |
56 | } | |
57 | ||
58 | updateVariables(move) | |
59 | { | |
60 | super.updateVariables(move); | |
61 | ||
62 | const c = this.getColor(move.start.x,move.start.y); | |
63 | // Next condition to avoid conflicts with harmless castle moves | |
64 | if (c != this.getColor(move.end.x,move.end.y) | |
65 | && this.board[move.end.x][move.end.y] != VariantRules.EMPTY) | |
66 | { | |
67 | const oppCol = this.getOppCol(c); | |
68 | const oppFirstRank = (oppCol == "w" ? 7 : 0); | |
69 | ||
70 | // Did we explode our king ? (TODO: remove move earlier) | |
71 | if (Math.abs(this.kingPos[c][0]-move.end.x) <= 1 | |
72 | && Math.abs(this.kingPos[c][1]-move.end.y) <= 1) | |
73 | { | |
74 | this.kingPos[c] = [-1,-1]; | |
75 | this.flags[c] = [false,false]; | |
76 | } | |
77 | ||
78 | // Did we explode opponent king ? | |
79 | if (Math.abs(this.kingPos[oppCol][0]-move.end.x) <= 1 | |
80 | && Math.abs(this.kingPos[oppCol][1]-move.end.y) <= 1) | |
81 | { | |
82 | this.kingPos[oppCol] = [-1,-1]; | |
83 | this.flags[oppCol] = [false,false]; | |
84 | } | |
85 | else | |
86 | { | |
87 | // Now check if opponent init rook(s) exploded | |
88 | if (Math.abs(move.end.x-oppFirstRank) <= 1) | |
89 | { | |
90 | if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][0]) <= 1) | |
91 | this.flags[oppCol][0] = false; | |
92 | if (Math.abs(move.end.y-this.INIT_COL_ROOK[oppCol][1]) <= 1) | |
93 | this.flags[oppCol][1] = false; | |
94 | } | |
95 | } | |
96 | } | |
97 | } | |
98 | ||
99 | undo(move) | |
100 | { | |
101 | super.undo(move); | |
102 | ||
103 | const c = this.getColor(move.start.x,move.start.y); | |
104 | const oppCol = this.getOppCol(c); | |
105 | if ([this.kingPos[c][0],this.kingPos[oppCol][0]].some(e => { return e < 0; })) | |
106 | { | |
107 | // There is a chance that last move blowed some king away.. | |
108 | for (let psq of move.vanish) | |
109 | { | |
110 | if (psq.p == 'k') | |
111 | this.kingPos[psq.c==c ? c : oppCol] = [psq.x, psq.y]; | |
112 | } | |
113 | } | |
114 | } | |
115 | ||
116 | underCheck(move, c) | |
117 | { | |
118 | const oppCol = this.getOppCol(c); | |
119 | this.play(move); | |
120 | let res = undefined; | |
121 | // If our king disappeared, move is not valid | |
122 | if (this.kingPos[c][0] < 0) | |
123 | res = true; | |
124 | // If opponent king disappeared, move is valid | |
125 | else if (this.kingPos[oppCol][0] < 0) | |
126 | res = false; | |
127 | // Otherwise, if we remain under check, move is not valid | |
128 | else | |
129 | res = this.isAttacked(this.kingPos[c], oppCol); | |
130 | this.undo(move); | |
131 | return res; | |
132 | } | |
133 | ||
134 | checkGameEnd(color) | |
135 | { | |
136 | const kp = this.kingPos[color]; | |
137 | if (kp[0] < 0) //king disappeared | |
138 | return color == "w" ? "0-1" : "1-0"; | |
139 | if (!this.isAttacked(kp, this.getOppCol(color))) | |
140 | return "1/2"; | |
141 | // Checkmate | |
142 | return color == "w" ? "0-1" : "1-0"; | |
143 | } | |
144 | } |